Defence reduces an opponent's chance to land a successful attack. It does not normally reduce the damage of a hit after that hit succeeds.
COMBAT • F2P + MEMBERS
Defence
Train enough for the armour you need, then finish levels alongside Slayer or bossing.
Defence levels unlock gear; they do not increase your damage, so balance them around your goals.
UNDERSTANDING DEFENCE
Learn the system before you optimise the loop.
Defence is a combat skill with several viable routes. The best method is not automatically the one with the largest experience-rate number: startup time, travel, real input prices, useful outputs, and the amount of attention you can sustain all belong in the decision.
This guide treats levels as unlocks rather than a single uninterrupted race to 99. Use the route below as a strong default, then switch when a quest, diary, equipment upgrade, or account goal makes another method more valuable to you.
Your defensive roll combines Defence level, stance, equipment bonuses, and temporary effects. Protection prayers operate separately and can be far more important.
Defensive melee styles award Defence XP, controlled styles split it, and selected Magic casting options can share experience with Defence.
Account builds may intentionally cap Defence. Quest rewards are permanent, so specialised PvP accounts must plan before accepting them.
LEVEL-BY-LEVEL METHOD FINDER
Set your level. Get the methods that apply now.
This is the working core of the guide: source-backed training sections filtered by current level and account type, with full rates, quantities, requirements, setup notes, and method tables kept beside their revision.
6 Defence sections shown for Members at level 1.
Open a section for its full setup, evidence, and tables.LEVEL 1–35 • MembersLevels 1–35: Questing
2 detailed notes
Levels 1–35: Questing
As discussed in the above early questing section, completing quests is the fastest method to skip through the early levels. These quests will level a player to level 45 Attack, level 34 Strength, and level 31 Defence without any direct training.
- As discussed in the above early questing section, completing quests is the fastest method to skip through the early levels. These quests will level a player to level 45 Attack, level 34 Strength, and level 31 Defence without any direct training.
Verify against Pay-to-play Melee training, revision 15284606. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
Members • MembersIntroduction
3 detailed notes
Introduction
This article provides information about effective ways to train Attack, Strength, Defence, and Hitpoints through melee combat.
This guide is organised into sections based on skill levels. For example, if the section header is Levels 20 to 30, you should begin training at the area with an Attack and Strength level of at least 20. Defence is also preferred to be at that level but is not always required. The solution to lower Defence is to bring more food or use food that heals more.
- This guide is organised into sections based on skill levels. For example, if the section header is Levels 20 to 30, you should begin training at the area with an Attack and Strength level of at least 20. Defence is also preferred to be at that level but is not always required. The solution to lower Defence is to bring more food or use food that heals more.
Verify against Pay-to-play Melee training, revision 15284606. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
Members • MembersGeneral training notes
2 detailed notes
General training notes
Since experience rates are largely influenced by Strength level and strength bonus, it is optimal to maintain balanced melee stats until reaching the minimum requirements for the best-in-slot weapon and equipment. After this, prioritizing Strength until 99, followed by Attack and finally Defence, will result in the fastest route to max melee stats. For example, when training in the Nightmare Zone with Obsidian Armour, a Berserker Necklace, and the Toktz-Xil-Ak, Attack and Defence should remain at 60 until reaching 99 Strength for optimal experience gains.
At high levels, direct melee training is not the fastest way to train Defence. Using Ancient Magicks on defensive or chinchompas on Long fuse against Maniacal monkeys gives more Defense experience per hour than using melee.
Verify against Pay-to-play Melee training, revision 15284606. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
Members • MembersEarly Questing
10 data rows
Early Questing
To start off, it's strongly recommended to complete quests that give a lot of melee experience. This allows players to skip over the much slower early levels of training. Many of these quests are quick, have little to no requirements, and have bosses that can be trivialized by safespotting with any magic spell (such as Fire Strike).
The recommended quests for early melee experience are listed in the table below. Completing all of them would give the player a total 61,775 Attack, 20,375 Strength, and 15,300 Defence experience. This will level a player to level 45 Attack, level 34 Strength, and level 31 Defence without any direct training.
It's recommended to complete the Witch's experiment quest first, as it gives a Hitpoints safety margin for the subsequent quests (especially Waterfall Quest).
- The recommended quests for early melee experience are listed in the table below. Completing all of them would give the player a total 61,775 Attack, 20,375 Strength, and 15,300 Defence experience. This will level a player to level 45 Attack, level 34 Strength, and level 31 Defence without any direct training.
| Quest | XP rewards | Requirements | Enemies to defeat | Notes |
|---|---|---|---|---|
| Witch's House | 6,325 | None | Witch's experiment (level 19, 30, 42, and 53) | The last two forms of the Witch's experiment can be safespotted with Magic. It's recommended to complete this quest first for a Hitpoints safety margin. |
| Waterfall Quest | 13,750 and 13,750 | None | None | Players need to withstand and evade attacks from level 86 Fire Giants and level 84 Moss Guardian. Level 17 is recommended so that the player cannot die in one hit from full hitpoints (this can be obtained by completing Witch's experiment). |
| Death Plateau | 3,000 | None | None | Also gives climbing boots, an early game boot with strength bonus. |
| Fight Arena | 12,175 | None | Khazard scorpion (level 44), Khazard ogre (level 63), Bouncer (level 137) | The bosses can be safespotted with Magic. |
| Tree Gnome Village | 11,450 | None | Khazard Warlord (level 112) | The Khazard Warlord can be safespotted, or flinched by walking in and out of his attack radius, with Maigc. |
| Vampyre Slayer | 4,825 | None | Count Draynor (level 34) | Count Draynor is trivial to defeat with some combat stats. |
| The Grand Tree | 18,400 | 25 | Black Demon (level 172) | Completion of Tree Gnome Village first is recommended, for access to spirit trees. The Black Demon can be safespotted with Magic. |
| Holy Grail | 15,300 | 20 , completion of Merlin's Crystal | Black Knight Titan (level 120) | The Black Knight Titan can be flinched by simply stepping out of his melee range, or (slowly) killed with any halberd. |
| Scorpion Catcher | 6,625 | 31 , completion of Alfred Grimhand's Barcrawl | None | Requires being able to run past level 172 black demons and level 64 poison spiders. |
| XP rewards total | 61,775 , 20,375 and 15,300 | — | — | — |
Verify against Pay-to-play Melee training, revision 15284606. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
Members • MembersAdditional quests
7 data rows
Additional quests
There are additional intermediate quests that give significant combat experience, though they have higher requirements or less trivial bosses to defeat.
| Quest | XP rewards | Requirements | Enemies to defeat | Notes |
|---|---|---|---|---|
| Mountain Daughter | 1,000 | 20 | The Kendal (level 70) | The Kendal can be safespotted. |
| Horror from the Deep | 4,662.5 | 35 , completion of Alfred Grimhand's Barcrawl | Dagannoth (level 100) and Dagannoth Mother (level 100) | Unlocks dagannoth as a Slayer task. Having 40 is strongly recommended for Protect from Missiles against the Dagannoth Mother's Ranged attacks. This quest is a prerequisite for the final fights of Recipe for Disaster. |
| Dragon Slayer I | 18,650 and 18,650 | 32 | Elvarg (level 83) and various other monsters | Unlocks all dragon tasks for Slayer. This quest is a prerequisite for Heroes' Quest. |
| The Fremennik Trials | 2,812 , 2,812 , 2,812 | 25 , 40 , 40 if crafting your own lyre | Draugen (level 69) and Koschei the deathless | Prerequisite for wearing Fremennik helmets. |
| The Fremennik Isles | Two lots of 10,000 Combat experience (choose between Strength, Attack, Defence or Hitpoints). | 40 , 20 , completion of The Fremennik Trials | Ice Troll King (level 122) | Awards the helm of neitiznot and the ability to wield it. |
| Olaf's Quest | 12,000 | 40 , 50 , completion of The Fremennik Trials | Ulfric (level 100) | Unlocks brine rats as a Slayer task. |
| Haunted Mine | 22,000 | 35 , completion of Priest in Peril | Treus Dayth (level 95) | Prerequisite for obtaining the Salve amulet, which provides combat bonuses against undead creatures. |
Verify against Pay-to-play Melee training, revision 15284606. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
Members • MembersEquipment choice
1 detailed notes
Equipment choice
Items will be listed in order of how much they increase general melee damage per second. In nearly all cases, optimising for offensive stats is more effective than optimising for defensive or balanced stats, especially when fighting the low-offence, high-hp monsters on this list. In addition, optimising for Strength is usually better than optimising for accuracy except against high-Defence monsters.
Verify against Pay-to-play Melee training, revision 15284606. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
FOUR EDITORIAL STARTING POINTS
Shortlisted routes with executable instructions.
Use the finder above for the complete method library. These four routes are the fan-guide shortlist: each includes its setup, repeatable sequence, realistic rate band, and most important failure point.
1–40 • MEDIUM ATTENTION
Quest experience
Main accounts
Neutral
Holy Grail, Dragon Slayer, and related quests
Account must accept permanent Defence XP
Quest items, combat gear, food, teleport
- Confirm the intended account build before accepting any Defence reward.
- Complete efficient quests that also unlock armour or travel.
- Train only to the next equipment requirement after quest rewards land.
20–70 • LOW ATTENTION
Crabs on defensive style
Unlocking armour tiers
Low cost
Sand or ammonite crab areas
Weapon with a defensive style
Damage-focused gear, potions, food, teleport
- Use damage gear even though the awarded skill is Defence.
- Select the defensive style and verify the XP drops.
- Reset aggression before idle time begins to dominate the session.
40–99 • MEDIUM ATTENTION
Slayer and normal PvM
Organic late-game levels
Often profitable
Tasks, bosses, and raids
Gear suited to the content
Content-specific combat setup
- Switch to defensive or controlled styles after damage stats reach their planned targets.
- Use protection prayers and mechanics correctly; Defence is not a substitute for them.
- Let bossing finish late levels instead of pausing account progress for a separate grind.
70–99 • MEDIUM ATTENTION
Defensive Magic
Training two skills together
Moderate to high rune cost
Multi-target Slayer or suitable spell content
A defensive autocast option and the relevant spellbook
Rune pouch, prayer gear, runes, potions, teleport
- Choose a spell and target stack that already makes sense for Magic training.
- Select the defensive autocast mode and verify split XP drops.
- Track rune cost against both Magic and Defence experience earned.
DEFENCE CALCULATOR
Turn a level goal into hours and materials.
Select a method for its realistic experience-rate band. Add XP and GP per action when you want an exact resource estimate for your chosen item.
The level formula is exact. Time and budget are planning estimates: your equipment, banking, failures, attention, and live Grand Exchange prices determine the real result.
SETUP PROGRESSION
Upgrade the part that actually controls the rate.
| Stage | Setup | Priority |
|---|---|---|
| 1–40 | Mithril → adamant → rune or dragonhide | Use gear requirements as stopping points. |
| 40–60 | Rune, fighter torso, mixed prayer gear | Protection prayers usually matter more than raw defence bonus. |
| 60–70 | Dragon defender and quest-unlocked pieces | The defender increases damage and therefore training speed. |
| 70+ | Barrows or encounter-specific tank/prayer gear | Choose defence bonuses against the attack style actually used. |
THE ROUTE
From level 1 to cape
1–30
Quest and basic melee training
Defensive attack styles give Defence XP while early quests can bypass slow levels.The opening objective is access, not perfect efficiency. Use quests and inexpensive equipment to compress levels where possible, and avoid over-investing in a method you will outgrow quickly.30–60
Match your armour goals
Train at crabs or during Slayer until your next important gear tier.This is where the skill settles into a repeatable loop. Upgrade the parts of the setup that affect every action, measure a representative session, and keep travel or banking from becoming the hidden bottleneck.60–75
Build a durable main account
Use defensive or controlled styles when you can afford slower damage progression.At the mid-game checkpoint, compare the fastest route with account progress, useful outputs, and attention. A slightly slower method can be more efficient overall when it also supplies quests, diaries, or another skill.75–99
Let PvM finish it
Bossing, Slayer, and shared melee styles accumulate Defence naturally.Late-game training is a sustainability problem. Recheck prices and unlocks, alternate high-focus sessions with calmer ones, and choose a route you can repeat without turning the cape into a chore.Defensive Magic casting can train Defence and Magic together when a spellbook method suits your account.
LEVEL REFERENCE
Milestones worth planning around
These are decision points, not instructions to stop. Boostable requirements and quest gates can change when an unlock becomes usable.
| Level | Unlock | Why it matters |
|---|---|---|
| 20 | Mithril armour | Cheap early protection. |
| 30 | Adamant armour | A bridge to the rune tier. |
| 40 | Rune and dragonhide bodies | The main free-to-play armour checkpoint. |
| 60 | Dragon defender requirement | A major offensive off-hand for melee. |
| 70 | Barrows armour | Opens durable and set-effect equipment. |
| 75+ | Endgame defensive gear | Many raid and boss armour sets begin in this range. |
QUEST ROUTING
Let account progress do part of the grind.
Quest experience is most valuable when it skips slow early methods or opens a training system you will keep using.
Dragon Slayer I
Required before equipping rune platebodies and an iconic early account milestone.
Holy Grail
Provides a large early Defence reward; unsuitable for builds that restrict Defence.
Monkey Madness I
Its post-quest training rewards can affect Attack, Strength, Defence, and Hitpoints; choose carefully.
CHOOSE YOUR ACCOUNT
The route changes with the rules you play by.
Spend for the time you value
A main account should train Defence around equipment requirements and survivability problems. Damage upgrades usually accelerate future training more than extra defence, but level 70 is a powerful mid-game armour breakpoint.
Optimise the whole supply chain
Iron accounts gain the most from Defence when they can actually source the associated armour. Barrows, defenders, and crafted dragonhide are practical milestones; expensive main-account gear lists may not apply.
Know the edge of the map
The free-to-play progression ends with rune armour and green dragonhide body access at the familiar level-40 tier. Members gain alternate armour families, defenders, and magic-based Defence training.
REVISION-PINNED REFERENCE
The detailed tables behind the recommendations.
Pulled in one batch from the Old School RuneScape Wiki on August 2, 2026. Every table keeps its source page and revision so you can verify requirements or spot a later game update.
Early Questing10 reference rows
| Quest | XP rewards | Requirements | Enemies to defeat | Notes |
|---|---|---|---|---|
| Witch's House | 6,325 | None | Witch's experiment (level 19, 30, 42, and 53) | The last two forms of the Witch's experiment can be safespotted with Magic. It's recommended to complete this quest first for a Hitpoints safety margin. |
| Waterfall Quest | 13,750 and 13,750 | None | None | Players need to withstand and evade attacks from level 86 Fire Giants and level 84 Moss Guardian. Level 17 is recommended so that the player cannot die in one hit from full hitpoints (this can be obtained by completing Witch's experiment). |
| Death Plateau | 3,000 | None | None | Also gives climbing boots, an early game boot with strength bonus. |
| Fight Arena | 12,175 | None | Khazard scorpion (level 44), Khazard ogre (level 63), Bouncer (level 137) | The bosses can be safespotted with Magic. |
| Tree Gnome Village | 11,450 | None | Khazard Warlord (level 112) | The Khazard Warlord can be safespotted, or flinched by walking in and out of his attack radius, with Maigc. |
| Vampyre Slayer | 4,825 | None | Count Draynor (level 34) | Count Draynor is trivial to defeat with some combat stats. |
| The Grand Tree | 18,400 | 25 | Black Demon (level 172) | Completion of Tree Gnome Village first is recommended, for access to spirit trees. The Black Demon can be safespotted with Magic. |
| Holy Grail | 15,300 | 20 , completion of Merlin's Crystal | Black Knight Titan (level 120) | The Black Knight Titan can be flinched by simply stepping out of his melee range, or (slowly) killed with any halberd. |
| Scorpion Catcher | 6,625 | 31 , completion of Alfred Grimhand's Barcrawl | None | Requires being able to run past level 172 black demons and level 64 poison spiders. |
| XP rewards total | 61,775 , 20,375 and 15,300 | — | — | — |
Additional quests7 reference rows
| Quest | XP rewards | Requirements | Enemies to defeat | Notes |
|---|---|---|---|---|
| Mountain Daughter | 1,000 | 20 | The Kendal (level 70) | The Kendal can be safespotted. |
| Horror from the Deep | 4,662.5 | 35 , completion of Alfred Grimhand's Barcrawl | Dagannoth (level 100) and Dagannoth Mother (level 100) | Unlocks dagannoth as a Slayer task. Having 40 is strongly recommended for Protect from Missiles against the Dagannoth Mother's Ranged attacks. This quest is a prerequisite for the final fights of Recipe for Disaster. |
| Dragon Slayer I | 18,650 and 18,650 | 32 | Elvarg (level 83) and various other monsters | Unlocks all dragon tasks for Slayer. This quest is a prerequisite for Heroes' Quest. |
| The Fremennik Trials | 2,812 , 2,812 , 2,812 | 25 , 40 , 40 if crafting your own lyre | Draugen (level 69) and Koschei the deathless | Prerequisite for wearing Fremennik helmets. |
| The Fremennik Isles | Two lots of 10,000 Combat experience (choose between Strength, Attack, Defence or Hitpoints). | 40 , 20 , completion of The Fremennik Trials | Ice Troll King (level 122) | Awards the helm of neitiznot and the ability to wield it. |
| Olaf's Quest | 12,000 | 40 , 50 , completion of The Fremennik Trials | Ulfric (level 100) | Unlocks brine rats as a Slayer task. |
| Haunted Mine | 22,000 | 35 , completion of Priest in Peril | Treus Dayth (level 95) | Prerequisite for obtaining the Salve amulet, which provides combat bonuses against undead creatures. |
Levels 30–55: Gemstone Crab3 reference rows
| Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
|---|---|---|---|---|---|
| Gemstone Crab | Tlati Rainforest | 160 | Infinite | Children of the Sun | — |
| Advantages | Disadvantages | — | — | — | — |
| Has infinite health with low Defence and Attack, requiring no food. Only burrows once every 10 minutes and can be reengaged with two clicks. Can be mined for gems by the 16 players who dealt the most damage. | Gives slightly less experience per hit compared to normal monsters (87.5% of the normal amount), but this is offset by no auto-retaliate downtime and no lost damage on overkill. | — | — | — | — |
Levels 55–75: Sulphur Naguas3 reference rows
| Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
|---|---|---|---|---|---|
| Sulphur Nagua | Neypotzli | 98 | 100 | Partial completion of Perilous Moons (includes 48 Slayer) 55 Attack for glacial temotli (or the cheaper sulphur blades) 43 Prayer for Protect from Melee | 70 Attack and 75 Strength for Dual Macuahuitl High Herblore 70 Prayer for Piety Full Blood Moon set |
| Advantages | Disadvantages | — | — | — | — |
| Very fast experience, with the Sulphur Nagua's negative flat armour combined with double hit weapons. Expect 75k xp/hr at 60 strength. With a full blood moon armour set and Piety prayer, expect up to 130k xp/hr at 75 strength. Prayer restor | Dual macuahuitl are required for the best rates. Though the glacial temotli and sulphur blades only perform marginally worse, roughly 10% less xp per hour. For ironman, the ideal weapons (glacial temotli and sulphur blades) are dropped from | — | — | — | — |
Levels 1 to 203 reference rows
| Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
|---|---|---|---|---|---|
| Chicken | North-east of Lumbridge just east of River Lum, south of River Lum in Farmer Fred's chicken coop | 1 | 3 | None | — |
| Advantages | Disadvantages | — | — | — | — |
| No food required. Feathers are dropped in groups of 5-15 and are stackable, and can be sold for some profit. Bones will drop frequently, allowing the player to train their Prayer as well. | Only 3 HP (12xp) per kill. Once you start hitting 4's with your Strength and weapon, chickens are no longer a good melee training monster but they are still good for training Prayer and collecting feathers. Non-aggressive. | — | — | — | — |
Levels 20 to 403 reference rows
| Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
|---|---|---|---|---|---|
| Barbarian | Barbarian Village | 9, 10, 15, 17 | 18, 24 | None | Bring your best armour (chainbody recommended) and weapons. |
| Advantages | Disadvantages | — | — | — | — |
| High HP, low defence. Near the Grand Exchange and Varrock west bank for easy banking. Occassionally drops runes and ammunition. They have access to the gem drop table and very rarely drop uncut gems. With combat levels ranging between 9 and | Sometimes crowded. | — | — | — | — |
Levels 40 to 603 reference rows
| Monster name | Location(s) | Combat level | Hitpoints | Requirements | Recommendations |
|---|---|---|---|---|---|
| Flesh Crawlers | Catacomb of Famine (level 2) of Stronghold of Security | 28, 35, 41 | 25 | Travelling through Vault of War (level 1) once. Decent combat. | Bring your best armour and weapons, and food. |
| Advantages | Disadvantages | — | — | — | — |
| They only deal 1 HP of damage but higher level Flesh Crawlers can hit quite accurately. Always aggressive towards players of all levels, making this a great afk training method at any level. They have access to the gem drop table and rarely | No bone drops. Higher level Flesh Crawlers will quickly damage players, even if it is just 1 HP per hit as they have a very fast attack speed of 1.8 seconds per attack. Not as profitable in free-to-play as other monsters around these levels | — | — | — | — |
- Defence training ↗revision 14219411
- Pay-to-play Melee training ↗revision 15284606
- Free-to-play Melee training ↗revision 15271598
- Ironman Guide/Defence ↗revision 14016591
- Defence ↗revision 15263838
- Defence/Level up table ↗revision 15238036
Reference tables are adapted with attribution from the community-maintained OSRS Wiki. Editorial recommendations, method walkthroughs, warnings, and calculators are original fan-guide material.
COMMON QUESTIONS
Defence FAQ
Does Defence reduce damage taken?
Usually it reduces hit chance rather than the size of successful hits. Specific gear, prayers, and mechanics can reduce damage through separate effects.
When should a main stop training Defence?
There is no universal stop. Use gear requirements and the content you want to survive as checkpoints, then let normal PvM continue the skill.
Game updates can change rates, requirements, and best methods. Check the community reference before a large purchase.
Ready to price the route?